Weapon Attacks and Special Abilities: Many places in the rules use the term 「ranged weapon attacks」 and similar terms, but how does this apply to spells, spell-like abilities, supernatural abilities, and extraordinary abilities (heretoafter called special abilities) that require ranged attacks but might not necessarily seem like weapons?

In general, special abilities that require attack rolls benefit and suffer from all modifiers affecting attack rolls even if those modifiers mention weapon attack rolls (such as the penalty for firing into melee, the bonus on attack rolls from Point-Blank Shot and inspire courage, and the like), unless the spell specifically calls out that it doesn't apply them (for instance spiritual weapon calls out that it isn't affected by feats and combat actions, but it would still have to deal with cover, and firing into melee if ranged).

When it comes to modifiers that affect weapon damage rolls, or simply 「damage rolls」 (such as the bonus on damage rolls from Point-Blank Shot, inspire courage, and smite evil), special abilities that deal damage on a successful attack roll, apply them on hit point damage only, and only once per casting or use, rather than once per attack. For instance, if a spell or special ability launched a dozen different ranged attacks simultaneously, only one (of the user's choice) would receive bonus damage. This doesn't apply on area effects with the rare potential for extraneous attack rolls, like fireball. However, there is a category of abilities that deserve a special note: Abilities like Arcane Strike that specifically enhance a character's weapon or weapons themselves never apply to special abilities (with the exception of special abilities like the warlock's mystic bolts that specifically call out that Arcane Strike applies).

In the same vein as abilities like Arcane Strike that affect a character's weapons, abilities that say 「with a weapon,」 「with a melee weapon,」 and 「with a ranged weapon」 almost never work with special abilities because such wording is almost always used as shorthand for 「manufactured weapon,」 「manufactured melee weapon,」 and 「manufactured ranged weapon.」 The exception is abilities that deal damage when a creature touches or hits you in melee (for instance, the occultis's energy ward focus power), which should also deal damage when a creature makes a melee touch attack against you but rarely call them out directly.

Certain special abilities (for instance rays, kinetic blasts, and mystic bolts) can specifically be selected with feats like Weapon Focus and Improved Critical. They still aren't considered a type of weapon for other rules; they are not part of any weapon group and don't qualify for the effects of fighter weapon training, warpriest sacred weapon, magus arcane pool, paladin divine bond, or any other such ability.

Abilities that modify the action usage of ranged weapon attacks or require their own special action almost never work with special abilities, since special abilities require their own actions. For instance, Pinpoint Targeting wouldn't work with scorching ray or the soundstriker's weird words because each of them requires its own action to activate and thus can't be part of the feat's specific standard action. Rare exceptions include mystic bolts and kinetic blade, which can specifically be used as part of other actions.

Some new items are really existing magic items with a different weapon or armor type, such as a dagger of venom that is a rapier instead of a dagger or a lion's shield that's a wooden shield instead of a metal shield. For these items, just replace the price of the nonmagical masterwork item with the cost of the new type of item. For example, a rapier of venom has a price of 8,320 gp instead of the dagger of venom's price of 8,302 gp.

引述: Inner Sea Gods pg 250

The following specific armors and shields are popularamong mortal devotees of the deities of the Inner Sea region, as designated in the item entries. This section focuses on relatively inexpensive magic armors and shields that low-level characters can afford. For higher level characters, remember that these armors can be upgraded like any other magic item by adding "plus equivalent" or "gp value" abilities, then paying the difference between the original item's price and the price of the item when upgraded with the additional special abilities. Likewise, variants of these armors may exist using different types of armor, such as Deadeye leather, which is made from leather armor instead of studded leather. The full rules for customizing magic armor and shields can be found in Chapter 15 of the Pathfinder RPG Core Rulebook.

A question about chill touch and similar spells with an istantaneous duration and multiple touches.The touches after the first round count as held charges and so disappear if you cast any other spell?

引述: James Jacobs Creative Director

Chill touch is a weird spell. The touch attacks it grants do not function as "held charges." They don't disappear if you cast another spell, and the spell is pretty vague on how long the effects last—in theory, you could cast the spell on a Tuesday and still have some touches left over on Friday, for example, as long as you haven't made more touches than your level. Re-casting the spell when you still have charges left doesn't add to the existing charges—it merely resets your total available touches to its maximum.

1. The game differentiates between permanent ability score bonuses (such as +1 every 4 character levels and wearing a +2 belt of giant strength for 24 hours) and temporary ability score bonuses (such as from barbarian rage, an alchemist mutagen, or a bull's strength spell).

2. Permanent ability score bonuses do count for the purpose of qualifying for feats.

3. If you lose a permanent ability score bonus, you still have the feat, you just can't use it until your ability score qualifies again.

4. Temporary ability score bonuses do not count for the purpose of qualifying for feats. (My earlier statement contradicting this point was my opinion of how it should work.)

5. I personally believe that differentiating between permanent and temporary scores in this fashion is needlessly complex and only hinders player choices in a metagaming way.

6. I personally believe that you could revise the feat prerequisite system so characters could select feats before they actually meet the prerequisites, but wouldn't be able to use the feat until they do, which would allow (for example) monks and rogues to take Weapon Focus at level 1 in anticipation of having the required BAB +1 at level 2.

7. Implementing points 5 and 6 as official game rules would require making revisions to language elsewhere in the game (such as qualifying for a prestige class), similar to how the discussion about revising the Stealth skill is a significant change that affects other parts of the rules (such as scent and hide in plain sight).

8. The design team hasn't discussed implementing 5 and 6 as official game rules.

Mr. Jacobs,I know that weapons, armor, and magic items found in an adventure is sold for half of their purchase price. Coinage found is full value, obviously.How much should the players receive for selling:1) a painting that the AP says is valued at 500 gp; 2) jewelry (such as a dented crown valued at 20 gp); 3) a gold holy symbol valued at 100 gp; 4) a masterwork weapon that has an increased artistic value (say, a masterwork longsword that is valued at 800 gp).I think I've hit the big examples I need. Thanks!

引述: James Jacobs Creative Director

1) That's an art object. It sells for full price.

2) Also an art object; full price. 3) Also an art object; full price. 4) A masterwork weapon that's got an increased value should also sell for almost full price—you can halve the weapon's masterwork price if you want, but at that point, I wouldn't say that's necessary.

Protection From Evil: Does the "protection against possession and mental control" aspect work against non-evil controlling spells and effects?

No. The spell says "This second effect only functions against spells and effects created by evil creatures or objects." So if a chaotic neutral enemy casts charm person on you, protection from evil doesn't have any effect because neither the spell nor the caster is evil.

Protection From Evil: Does this work against all charm and compulsion effects? Or just against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?

The latter interpretation is correct: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it doesn't work on sleep or confusion. (Sleep is a border case for this issue, but the designers feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")

In many cases, a character is probably flat-footed when encountering a trap (though it opens its whole own can-of-worms about immediate actions to feather fall from a pit trap). However, there are various circumstances when that wouldn't be the case, such as failing to disable a trap by 5 or more.

Tactical movement is used for combat. Characters generally don't walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.